voidscaler's profile

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> [{quoted}](name=Zardo,realm=NA,application-id=3ErqAdtq,discussion-id=jBJ03r9G,comment-id=0001,timestamp=2019-09-08T13:23:30.623+0000)
>
> Please don't tell me neeko adc is becoming popular. I don't want to start losing because people learn how to play against it in lane.
Oh no ! I have to learn ! Not diversity again !
Also players : "Lol is boring we see the same champions everygame".

Adc mains won't be happy until every game is Cait vayne jinx xayah with a support Janna on both teams
They can't stand the idea of lane diversity or the idea that ADCs might not be compulsory on every team

Old irelias q cost more mana and had a longer cd, and it only reset on minion kill meaning you didn't get multiple Vs champions
And her true damage was nerfed a dozen times
Also she wasn't "weak and shit"

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Acrtually no, the team that is behind grants less gold to the team that is ahead, which means if one person on the losing team is ahead, he wont have a bounty. Or at least, the bounty will be reduced, depending on how far behind his team is. Go check the wiki before saying something like this which is clearly objectively wrong

I have seen plenty of games where a losing team has one person on 3/0 with a bounty despite the team total being 5/12 or somthing
The bounties may be reduced, but nowhere fucking near enough to matter , if one person on a losing team is ahead, hell still have a bounty

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What new Malphite visuals??? On his abilities?
Ok, but what about his model &amp; animations? What about his voice overs &amp; interactions? What about his overall design &amp; all his old splash art?
How is it the exact same way as Ez??

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Yea but if you mean original aatrox then you gotta remember that the champ was dogs**t. Him and old yorick were by far the worst champs in the game. His whole kit was bad, a janky skillshot in a wired V shape, an "AOE" "Knockup" thats actual knockup area was so small it never hit, a heal i think(?), and a revive. And NONE OF THE STATS MATCHED UP. At least with newtrox the build is understandable, imo they need to just rework him again and not do this shit, i mean ryse has a rework like every month, this guy can get him another.

He was in no way "the worst champ in the game" there are champions still in the game who have far worse kits then he did
Oldtrox was an above 50% winrate meta pick in toplane for a LONG time (around 9 months) prior to the rework with basically no notes on him and yet no one complained about him
He didn't need a full overhaul, just some minor tweaks, newtrox shares litraly nothing in common with him, he's q different champion
They should flat our revert him to the state he was in just before the rework and then give him some small changes, maybe replace his old v skillshot with the current q1 but beyond that, he was genuinely fine

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Old trox was only not a problem in that he was always severely underpowered. There was one time where they brought he's numbers up to be comparable to other champions and he became just as much of a problem child but in different ways. He was just easier to nerf back then.

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> [{quoted}](name=musixxal,realm=EUW,application-id=3ErqAdtq,discussion-id=p4sI0i4G,comment-id=0002,timestamp=2019-09-05T16:04:32.610+0000)
>
> just
> nerf
> the W
> come on it's not even difficult like it's so obvious that it's just overstatted as fuck but we're just ignoring it.
> oh it must be his shield
> oh maybe it's the order he gets his shield and mobility.
> oh maybe it's his Q dmg
> oh maybe it's his R cooldown
> none of those fucking matter, only the W matters but whatever rito not interested in adressing the core problem and having a functional champion afterwards.
Nerfing W is not enough by any means
His kit overall is overloaded

It's actually not
It's very comparable to riven or renekton in how much is in there, the issue is it's very comparable to riven or renekton.....fighter/bruiser kits
There are no fighter/bruiser ap items so he's forced to build assassin/full ap with a bruisers kit, and because of that his ratios are stupid as fuck

Sylas problem isn't his kit, it's his items
His kit is that of a fighter/brawler like irelia or riven but because ap fighter items literally just don't exist he builds full ap/assassin meaning he does insane burst to match the sustain
If riot gave any shit about the balance of the game they would make some ap bruiser items and tone down sylas ratios so he is incentivised to build "brawler" and not assassin, if he's not one shotting you then his sustain becomes fair game

My biggest gripe with plating (and there are many but this is the main one) is that they disappear
This means they are insanely snowbally becuase if you lose lane your opponent gets 3 kills extra gold on you just from the turret, and no matter how well you push back or split afterwards the plating is gone, meaning the enemy is permanently that 600 gold ahead, for no reason
The entire plating system is designed from the ground up to make one person snowball like crazy by getting one kill and getting 3kills of gold out of it that can never be made up by their opponents

I genuinely believe they should revert the rework
Oldtrox was never the problem child newtrox is, newtrox has been in nearly every patch since his release with so many things being removed from his kit to the point he shares basically nothing in common with the original champion other then name, while oldtrox was a viable toplane pick for nearly a year with basically no presence in any patch notes
Their reason for reworking him was he was a "stat check" but he actually had skillshots and timing/strategy in his kit, while there are champions still in the game like yi udyr Olaf and others who can do litraly nothing except stat check
So yes, imo aatrox should be reverted
Oldtrox wasn't the patch notes problem newtrox is
He wasn't so disparate in pro/solo as newtrox
Nothing that made aatrox unique has been kept in newtrox as his kit is so problematic they couldn't afford to keep it
Etc etc etc

Imo he needs the gold reduced and his stats tanked
Assassin's should NOT have tank stats and tank levels of cc while still doing assassin damage
Remove the stun nerf his stats and gold, make him actually an assassin
OR
Remove the execute and lethality scaling
Either make Hinman assassin or make him a tank, not both

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> [{quoted}](name=oLnPeVerna,realm=NA,application-id=3ErqAdtq,discussion-id=UBdX7eTm,comment-id=00080000,timestamp=2019-08-10T16:53:38.021+0000)
>
> Care to elaborate why?
Because not the item which is strong. Armor is shit and has no effect. That's the problem

Armour is shit and has no effect BECAUSE of things like conq and BC being default rather then counter picks
When the thing which counters armour is also just the strongest thing so is in every game then armour is by default countered and pointless from the get go

Imo cleaver needs a full rework (and armour pen in general but I'd settle for cleaver)
Armour penetration should be a "counter buy" to deal with opponents who are building armour, it should never be the default buy as armour pen items SHOULD be weaker Vs non armoured opponents then non pen items
BUT
Cleaver offers perfect stats for an ad bruiser, combined with being a relatively cheep item and being over 100% gold efficient BEFORE the pen is taken into account
This means it is a core item on a HUGE number of characters while at the same time being a "counter" item
When the best anti tank item is also the best anti squishy item you have a serious design problem
Cleaver needs a rework, it should either be a counter it to tanks, and weaker Vs non tanks, or a default buy WITHOUT armour pen, it should NOT be a default buy and have counter stats

Assassin support is fine in concept
The problem with pyke is he's faaaar more the an "assassin support"
He's one of the tankiest in lane has huge utility (more then most tanks) huge mobility AND massive gold generation
They tried to shoehorn him as a support so hard they completely overloaded his kit
Compare his utility to any other assassin, you get lb with a conditional snare and ahri with a charm and that's about it (and I'm not sure ahri even counts as an assassin) while pyke has both a thresh style hook and a multi target stun
Barring his ult pykes entire kit is that of a "utility tank" being most similar to a thresh or Ali in terms of utility (and 100 times tankier then any other assassin) and capabilities, but they wanted him to be an assassin so his ult is insanely overloaded as an assassin tool
Imo he needs somthing removed, the execute true damage on the ult, the stun, the health regen or the innate defence (he has really high Mr and armour for an "assassin")
Personally I think he should Lose the stun and regen, and of course the gold generation needs braught back down
If he's an assassin, give him an assassin kit, not a tank kit, if he's a utility tank (which atm he sort of is) remove the execute and gold generation

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> [{quoted}](name=HeeroTX,realm=NA,application-id=3ErqAdtq,discussion-id=1xfrBABt,comment-id=,timestamp=2019-08-03T17:19:04.859+0000)
>
> Matchmaking feels terrible, but I don't think it's entirely a disparity between team skill so much as Riot has (intentionally) made the game MUCH more snowbally and so most games are effectively "over" much faster than before.
Apparently There is this estimate that USA lol players are only 3% of the population...
Makes sense why they would cater to the Chinese. We literally don't have an opinion.
https://lolskinshop.com/wp-content/uploads/2019/07/worldmap-lss2.png
https://lolskinshop.com/how-many-players-are-still-playing-league-of-legends-in-2019-is-league-of-legends-dying/

No fucking TT games were played because the last update for it was 4 years ago, it's a balance nightmare that's been left to rot, if riot had given a sine shit about it they would have given it balance patches, instead they left it by the wayside and are now LITERALLY doing weekly patches in a fucking mobile game in tft

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> [{quoted}](name=fire263,realm=NA,application-id=3ErqAdtq,discussion-id=FMLLUUjh,comment-id=0003,timestamp=2019-08-04T20:42:01.245+0000)
>
> Trynd makes sense, he usually builds tiamat and has insane damage on autos which helps him clear really quickly, not to mention he's always farming and splitpushing which nets him even more farm.
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> Yasuo has Q and E on very, very low cooldown giving him stupid amounts of waveclear and last hit potential, which is also why his average cs is so high. Mid game he can just EQ caster minions killing them all, and his waveclear past first item is limitless.
Mid game brand can just W caster minions killing them all, and his waveclear past first item is limitless.

Except brand runs out of mana, his w has a cd meaning he can't then use it on melees instantly as well and it won't one shit melee it cannons
While yasuo is as based and his q near as makes no difference has noncd so he just clears the entire wave in 1/4 the time

Only one thing really needs to be said
Pro play
Riot have stopped balancing the game around what is fun and only balance around what looks good in pro play
Everything non pro is being removed, TT, tanks utility etc
Burst has been tuned up like crazy with everything oneshoting everything, snowball is extreme with how much gold is rampant in the game tanks are irrelevant, utility supports are irrelevant, none Instakill mages are irrelevant
Top is a cesspool of bruisers mid is a cesspool of assassins, mages can't be mages anymore and have to go support which makes support a cesspool, botlane is a cesspool of int or be inted into with 9/10 games being decided by which botlane went 8/1 in the first 10 minutes
Jungle only ever hyper ganks one lane and farming jungles are irrelevant
Late game champions aren't late game anymore with even Nasus often being a lane bully
CDR is extreme with so many champions having no moment of weakness as they have no cooldowns
Etc etc etc I can go on but you get the point

This is one of the few times I will defend riot as they have actually taken this ez style update and used it
A prime example being the recent malph update, they gave him new visuals and updated his w in exactly the same way as ez

Imo irelias problem (as has already been stated) is her mobility
With her q getting instant resets and being so fast she is effectively immune to skillshots and can't be locked down or ran away from
This outs her in such an awfull spot to play against
Imo her q should be where the change is
Infinity dashes should NOT be in the game, no matter the champion "identity" or what they had before
Her q should get a flat nerf, the reset should be removed in favour of just a shorter cd (2 seconds on kill for instance) and only 1 reset per w or ult (all other marks consumed when one is)

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I'm just gonna point out some things that I noticed while I read through this.
> get that the purpose for gold bounties was to allow an enemy team a chance to come back in a game, but that mechanic was already in the game. The more people died the less they were worth, effectively rewarding snowballing enemies less for their opponent's bad play, and giving the losing team a chance to make up the gold difference.
This is not a comeback mechanic. This is an anti-snowball mechanic, which while effective, does nothing to help the opposing team get **back** into the game.
> However now if you die with a 700 gold bounty on you the enemy who killed you essentially got a tripled kill INCLUDING first blood for ONE solitary kill.
If you had a bounty of 700 gold, you are already absurdly far ahead of the other team, so killing you should be worth far more, because you should be far harder to kill. If you get shut down, while being that far ahead, it's either because the other team is being really good at focusing, or you made a really bad play and got killed. I'm not entirely sure how many kills you'd need to get to be worth 700 gold in a bounty, but I imagine it's worth more than a triple kill of gold.
> I have seen games where pro adc's like Rekkles were worth 1000g with a score of 0/0/0, simply because of his good cs. That has been nerfed since but still exists. These kind's of mechanics are not healthy for gameplay. The person who is playing well should be rewarded for it rather than having the feeling that somehow they're giving the enemy more of a chance.
The person playing well's reward, is to have a lot of gold, and be able to kill other people easier and faster than they can kill them. That's the reward for playing well. They shouldn't be dying. If the other team get's their shit together to take you out, despite your snowball, then they deserve to be rewarded for it. It's your fault for blowing such a huge lead.
> The bounty system is even worse for tanks. Tanks and supports are the members of the team that aren't supposed to get kills and since assist gold is practically pocket change at this point they miss out on the entire paycheck of bounties
Tanks and Supports already function with lower budget complimented with lower cost items. If they get the bounty, then they can support their team all the better now, which means the carries are able to do their jobs safer.
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I'm not going to deny that there is more gold in the game than there was before, but that's because of pacing and game length, an already debated topic. The bounty system is not where this problem you're having lies, and it sounds more like you're upset that you got shutdown with a big bounty than about other gold income and game pacing.
Just because you're ahead, does not mean you deserve to stay ahead no matter what happens. By getting fed, you've actively earned gold for yourself, and denied the enemies gold. If you're a fan of snowballing, that probably sounds fine to you, but I'm not a personal fan of "whoever gets fed first wins", and then the game is over at that point.

There is a big difference between a comeback and an anti snowball mechanic
The current bounty system punished you for playing well even if your team is playing badly
It's entirely possible for a player to go 4/0 and get a huge bounty while the rest of their team are all negative, this means that one player is punished for "carrying" the game
But the anti snowball mechanic worked the other way round, as it is right now one player can kill a game by hard feeding, but before it was much harder to do that, as that one player would be worth a lot less gold, now they were worth the same gold as the rest of their team
As a result it's now much harder for a single player to carry a game, and much easier for them to kill it, this is why we are in the "coin flip" meta, because it's entirely a tossup who gets that single player

The one shot damage meta is endlessly complained about
It's not the players that want that, it's what riot think people want to watch in pro
Riot has taken to balancing the game entirely around pro play and they believe that 1 shots make pro more interesting so they keep the one shot meta

Tank meta's are infinitely more interesting then the current burst or be burst meta
Because in a tank meta we at least get to play the game and try to outplay the opponent instead of just hope no o e feeds so we don't get 1 shot by the 4/0 talon that we had absolutely no way of stopping earlier

Riot in the past was never able to balance "dps" characters, this is why characters like swain and aatrox were reworked away from what they were because riot hated the idea of characters being able to output constant damage (this is also why does mages like Casio, aurelion and azir, are either literally useless or op as fuck patch to patch) so rather then try make DPS characters balanced this season they decided to just make every character a burst character
Fighters like riven who have 0 cooldown in their abilities can still kill you in one rotation, vayne can tumble auto auto and kill you, ez can land one w-q and do 80% of your health
Burst has become the thing this season, the only thing
There are no tanks, fighters, bruisers etc etc etc any ore, there is only varying shades of burst

Imo it's the gold on the ult
He doesn't just get double kill gold, he gets triple, as he will always provide 2 "your cut"s on kill/assist with his ult
I don't understand why he gets 900gold minimum from a kill, it's insane that a champion should get that much of a gold leed just for being that champion
If you want him to scale better give him slightly better scalings don't give him 10 free items

Imo that's the one good change riot has done in the last few years
I never liked the idea of champions who were useless post 20 minutes, or champions who were useless until 20minutes had passed
I'm fine with champions being strong scalers, or strong early game, bit I don't want to feel like instantly surrendering the moment we hit 25 minutes and haven't won yet because they have a vayne on their team, the game should be won on player skill, not because it's 30 minutes in and they just happen to have X champion on their team who is unbeatable post 30 minutes

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> [{quoted}](name=voidscaler,realm=EUW,application-id=3ErqAdtq,discussion-id=HeZj5F7k,comment-id=0006,timestamp=2019-06-05T22:16:45.239+0000)
>
> sylas is sub 50%
> hes not a monster at all, he WEAK actually, and they are nerfing btw
You honestly think Sylas, a pick/ban champion at high elo or pro play is weak???
Yeah... nothing to say here.

No that does make it an indirect buff, that's what an indirect buff is
If I buff steraks all steraks users are not directly buffed, but they are indirectly buffed
A direct buff is if instead of buffing steraks I go to each user in turn and buff them "directly"

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I don't know why everyone just glosses over champion base stats in relation to items. There's a reason tank finished items are less efficient than damage items - It's to stop them completely running over the first 20 minutes. Here's an example.
Let's say maokai is level 7 and backs with 1.4k gold. He buys 2 cloth armour and two ruby crystals. At this level (without runes), he has 1025 health and 58 armor. Adding another 400 health and 30 armour is going to make him extremely tanky to physical damage, essentially having 2.8k worth of health.
Now you take a Jinx, at this point is probably level 6 (or 5) due to shared xp. At level 6 she has 70 AD, bases and spends 1.4k on a B.F, raising her AD to 110.
Before buying items at that point, it takes her 24 auto attacks to kill maokai.
After buying those items , it actually takes 25 autos.
That doesn't seem like a drastic increase, but at this point maokai is offering a lot to the team - He's able to initiate fights, provide CC and has decent base damages to allow him to start chunking whoever he catches. He also gets tankier to all types of damage, just from buying raw HP
Jinx however, who is only providing damage, is now less useful because she still can't get through maokai quickly enough to be relevant in a fight.
it seems trivial at first but it does matter. Finished tank items maybe be inefficient overall, but basic tank items are very efficient when being added to base stats.
Edit: I would like to see changes for tanks. I'd be happier if they had a small bump to overall efficiency for finished items and secondary items, but a reduction in efficiency for basic items. That would give them a small dip from their first back purchase, but let their first/second item spikes be more impactful.

In your example you have a maokai who has specifically built items to counter jinx's damage and he only gains 1 extra auto from it (and you haven't factored in that jinx will also be attacking faster at higher levels) Vs a magic damage dealer he is now considerably weaker as the armour does nothing
Tank items SHOULD outpace damage items in terms of "how long it takes champ a to kill champ b" because tank items at their core only affect half of the incoming damage so a champion which does the other half will kill the tank "relatively" faster
Combine that with damage items are self multiplicative (attack speed is a multiplier of damage which is multiplied by crit, CDR is a multiplier of ap which is multiplied by rabadons) while with tank items there are no internal multipliers, in fact tank stats get weaker as the game goes on as penetration and % health damage gets larger
Tank items should be buffed, flat out

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I miss the days of AP Yi and Sion, AD Eve and 5 BF Kat, top lane Zac, and all of the other fun shit that kept the game fresh. Now it's all streamlined for LCS. The only thing bringing me back to this shitter are RGMs that don't even exist anymore.

Or they could just for once NOT balance the game 100% around pro play and not remove the revive
Pro play will be the death of the game due to them only balancing around it and fuck the rest of the playerbase

Not only is armour only about 40% effective due to pen, but as games go on % health damage gets bigger and bigger meaning every point of health becomes less effective as well
If you buy 100 health in the early game only around 5 of that is lost to % damage, in the late game you can say goodbye to closer to 35% in pure % health damage

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ok Ninja Tabi is not for defense, it's for trading in fights adc's and bruisers buy this to gimp the enemy damage with the passive over dealing more damage with Zerks. Zhonyas isn't designed to make a mage actually tank it's an oh shit button if they get caught out or cc'd before they can 100-0 someone. So both of these items are strong with armor, but they aren't tank items. Meanwhile {{item:3110}} {{item:3143}} barely affect adcs and don't deal with ad casters and the items are expensive with little payout. There are no lategame tank items that effectively counter raw attack damage, {{item:3075}} counters sustain and that's it.

Damage reduction is t the norm though, most champions do not have the damage reduction as a result those gold efficiency values are normally correct
Tanks are supposed to build the damage reduction and reduce the damage they take, but damage reduction is not only much more inneficient as a baseline then damage is, but there are also ways to reduce the amount of damage reduction, doubling up the inefficiency

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**Attack speed** was more his identity that his lifesteal, that just made him harder to kill. But they removed it when they reworked him and turned him into Bbtrox.
I'd happily have his revive over the drain tank we have. At least old Aatrox has obvious windows being able to kill them. Not it's all loaded into silly abilities and healing more than anyone else in the game. Old Aatrox never did that unless he spent time stacking passive, getting his bonus attack speed and optimising his heal part of his W, his ult never gave healing bonus. It gave attack speed. Now what do we have?
I played an ARAM yesterday where I saw an Aatrox in ult do one passive auto and heal 50% of his HP, 1 auto, 50% HP... and I'd ignited him just before. Vlad has to hit like 4 people do to that with his ult.
Lifesteal wasn't his thing, attack speed was, not this healing is increased by 70% crap we have. Auto attacking to heal sure, give him ONLY that. Remove the healing from everything.

I said it then and IL say it again
We don't have aatrox now
His rework shared basically nothing in common with his original form, they changed him from an attack speed based duelist with a revive mechanic that required thinking around, to a fat riven with a red button
On top.of that "oldtrox" was an above 50% meta pick for near a year before the rework next to no patches or complaints
Newtrox has been buffed or nerfed near every patch since his release, is a constant problem across the board and is up among the worst for "hated champions" when he's even remotely strong
I said it back them and I will keep saying it until it happens, the aatrox rework is shit beyond compare.... Revert him

"oldtrox" was built around his revive and it was the core defining thing about him, that he could play around his ability to come back
There are LOTS of other champions who heal a lot and have a lot of lifesteal, there is no other champion with a revive
Removing the revive with his current kit makes him even more like just a tankier lower burst riven
Imo the wateox rework is still one of the worst reworks to date (Evelyn is the worst) as it doesn't keep any of his old identity really other then "big guy with sword" and it has been far more of a problem child in terms of balance then oldtrox ever was
I am absolutely fixed in.my believe they should revert the rework
He has been nerfed or buffed or tweeked in near every patch since the rework, compare that to oldtrox who was a meta pick (so viable and popular) for a full year prior to the rework and received maybe 2 slight number tweaks over that entire time and next to no complaints

Agreed on new/reworked champions
Vastly disagree on "sub mastery 3"
I play a large list a champions and don't play all day every day, as a result I only have high mastery on a small number, am I just locked out from playing ranked then?
No that doesn't make any sense

I can do you better then that
I duo with a friend of mine, I top/mid and he jungle/mids
We have had games where I am autofilled to jungle and he is autofilled to sup or somthing.......you know...rather then just autofill me and he gets his role
Hell, we have even had a game or two where I have been autofilled jungle and he was autofilled top.....
The autofill system is r%%%%%ed, I honestly believe it autofills you sometimes not because there isn't the space on the team but becuase the algorithm just says it's your time to be autofilled

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So adcs can get away building full dmg running into teams killing everyone and anyone has to build full tank just not to get oneshotted.
Great design. Lemme get that FH and AH on GP because otherwise i literally just died in two autos and one Q what a champion while being entirely point and click.
Its absurd how this fuckin community and riot allows adcs to be so incredibly ridiculously broken while finding excuses for it left and right.
Sicne season 6 adcs have been so incredibly unbelievably broken. Except two patches in s8 the last time the game was actually fun in recent history.

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> [{quoted}](name=DuskDaUmbreon,realm=NA,application-id=3ErqAdtq,discussion-id=BqArsaE3,comment-id=0000000000000000,timestamp=2019-06-29T10:05:52.876+0000)
>
> Alternatively, you can build against what *she* builds.
>
> You know that no matter what build she runs she's doing magic damage on each auto, and she'll be AA reliant. {{item:3110}} and {{item:3194}} will *always* be useful against her regardless of her build, unless she's some idiot going pure AP who thinks that'll ever work worth a shit.
>
> You can always rely on her doing *both* physical and magic damage. The ratio is going to be the only thing that changes. Buy a bit of each then see what you need from there.
yeah i tried building mr once....turns out she went crit that game and raped my face with her ad

Pros are literally the people best at adapting and overcoming
They are the pros
And tahm has been litraly pick/ban in pro play since his creation and is still no4 pick/ban after his "rework" going by this image
He is objectively op in pro play
He is also an abusive top laner with a very high winrate, that makes him op in solo

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Well fiddle's fear is strong that I will agree however it is not to the point of being busted. Why? Because the range is so short and his combo is indeed annoying to play against but has its counters. But the main reason why neeko is a problem is because of she lands her e she wins the trade. Imagine you are in the mid lane right and you are playing your favorite mid laner against a neeko. All she has to do is just hit her e (which travels through minions) and q and maybe an auto attack then she can withdraw and win the trade. While it does leave a window for like Leblanc or something to go in, half the time she will just run away until her combo is up. And even if you were to punish her you would still tank lots of minion damage because of her early ability to push. She is not able to be punished enough to be hard. Now I think possible solutions to this would be increase Mana on q and e (mainly e) so the neeko player has a decision to make; shove the wave or go for harassment.

Nah fiddle fear is insanely op, imo fiddle should be top of the rework list JUST to get rid of the fear
He rest of his kit is relatively weak and his base stats are super low JUST because of how busted the fear is

Veigar's e has a charge up time meaning it's easier to avoid, and while the cage is very powerful in containing a champion they can still move around inside it
Combine that with veigar being a much more imobile and less slippery champion it makes him much more reliant on the e to fight (it also has a much longer cd)
Neekos snare is much lower cd, lands faster, lasts longer, and she is a faster champion with stealth (meaning much safer without it)
One land of the e garentees a full q meaning she can throw out the two abilities and immediately back off completely safe
Now I don't know how I would balance neeko if the snare was reduced in duration, as if it was she would definitely be weaker
But as it is she is a VERY irritating champion to lane against and imo I much prefer seeing a veigar on the enemy team then a neeko

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changes that need to be made 10 new tank items to break even with damage items, 4 mr, 4 armor, 2 only health, item pool for tanks is a complete joke at the current and with the current mr and armor items the health can stay the same but the armor and mr stat needs to be buffed majorly the amount of damage/ true damage in this game is a joke tanks last only seconds in fights losing the definition of tank.

I don't think the armour values need to go up, I think pen needs to go down
There needs to be an actual sacrifice to going armour pen (which at the moment there isnt, the only pen item that is bad if the target isn't stacking resistance is void staff, all the others are worth it Vs no armour targets making the pen just free)
Cleaver needs to be reworked, is it a generic all bruisers get item, or is it a penetrstion item, it shouldn't be both
Conq needs to be reworked, is it a generic damage boost, or is it true damage to deal with tanks, it should NOT be both
Lethality values NEED to go down full stop (you can literally ignore like 70armour with lethality alone at the moment)

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Still AD is not a big problem for tanks , the real deal is AP dammage compared to magic resist , the comparison is not even fair , i mean a mage or ap asassin can easy get 600 AP with full magic pen , and they all have huge base dammage and AP rtios on theyr kits .
i have few videos show how its painnfull for tanks to deal with AP champs , like a time where i was killed by a 2-7 malzahar befor i get time to land one auto attack onhim , while i had 170 MR with sterak etc

Magic damage is not the issue at all
The most Mr pen a mage can get is 33+35% and the percent comes with a very poorly stated item that most mages don't want and will only buy if more them one enemy is stacking Mr (imo that's the way pen Should work)
While as has conq doing true damage, cleaver on 90%of bruisers and half the ADCs giving 30% pen (cleaver is over 100%gold efficient WITHOUT it's shred passive) a max lethality of somthing like 60, true damage on half the ad champs in the game, yi vayne doors camille etc etc(or %health and armour shred in the other half, Vi j4 kled Darius etc etc etc) and just overall high consists t damage to boot with crits and the like
Of I'm against a full ap team 300mr will keep me tanking for a long time, against a full ad team I can literally be an 800 armour rammus and j will still feel like wet paper because of just how much damage ignores armour